shield first hit
jump-cancel upsmash out of shield stun
super-armor the next hit. i absorb 8% damage
they cant do anything but eat an upsmash.
the idea is you use super armor to eat through a move that you can OOS punish. basically it would be a multi-hit move where you shield the first hit then armor through the next hit. Usmash has super armor from frames 8 - 11. Its hitbox is active from frames 10 (sweet spot 21%) , frames 11 - 14 (sour spot 16%) - so the armor does cover the active hitboxes.
This allows a heavier punish (21% damage) and possibly a kill (kills earlier than OOS UpB at least).
By "tanking" the hits- most of which are jabs by default for their low shield stun- Little Mac can negate some chars best close combat options by heavily punishing what to them is a fast and safe move to get in close. More importantly you'll be building up your KO meter by doing so- as opposed to just simply opting for another move like Dtilt or whatever to punish a move (which is about 1/3 as slow to charge meter than taking damage)
the format is I list the move that you'll shield first then the move that you'll super armor through. Moves are tested with no delay in between (if applicable, like jabs-so all jabs will be rapid jabs because they come out quicker- if rapid is listed you can still punish a gentleman)
ATTACK TO SHIELD > ATTACK TO SUPER ARMOR
**Just realized this after testing 40 chars already but do not hold down the shield button when attempting to jump-cancel out of shield stun- it will come out slower adding about an extra 2 frames. Some stuff I thought were PS only can actually be done without it- thank god.
Perfect Shield can buffer moves so no need for Jump-cancelling. just tap shield then usmash
sh dair multihits > final hit
Jab 2 > Jab 3
down b multi hits > final hit
Jab 2 > Jab 3 (Perfect Shield) ((If for some reason the first jab misses))
Jab 1 > Jab 2
Jab 2 > Rapid Jab
Fsmash hit 1 > Fsmash hit 2
QA forward > QA backwards (so back and forth- going through you)
SH FF Dair > Dair Landing Hitbox
Jab 2 > Jab 3
Jab 1 > Jab 2
Jab 2 > Jab 3
Jab 3 > Rapid Jab
Jab 1 > Jab 2
Fsmash hit 1 > Fsmash hit 2
Jab 1 > Jab 2
Probably dancing blade tbh
Jab 1 > Jab 2 (Perfect Shield)
Jab 2 > Rapid Jab
Rapid Jab multi hits > Rapid Jab Finisher (unlikely to connect due to shield push)
Dtilt hit 2 > Dtilt hit 3
sh nair hit 1 > nair hit 2 (i guess..?)
Jab 2 > Jab 3 (technically Rapid Jab starter)
fsmash 1 > fsmash 2
usmash 1 > usmash 2
usmash 2 > usmash 3
Jab 2 > Rapid Jab
Uncharged Dragon Shot > Uncharged Dragon Bite (Perfect Shield)
Jab 1 > Jab 2
Jab 2 > Rapid Jab
Rapid Jab multihits > Rapid Jab Finisher
(SH FF) Nair hit 1 > Nair hit 2
(SH FF) Nair hit 1 > Nair hit 2
Usmash multihits > Usmash final hit
Fsmash hit 1 > Fsmash hit 2
Jab 1 > Jab 2
Jab 2 > Rapid Jab (Elwind)
Jab 2 > Jab 3 (Perfect Shield) ((If for some reason Jab 1 misses))
Cross Slash hit 2 > Cross Slash hit 3
Jab 2 > Jab 3
Jab 1 > Jab 2 (Perfect Shield)
Jab 1 > Jab 2
Jab 2 > Rapid Jab
Jab 1 > Jab 2 (Perfect Shield)
Fsmash hit 1 > Fsmash hit 2 (Perfect Shield)
Jab 1 > Jab 2 (Perfect Shield)
Jab 1 > Jab 2 (Perfect Shield)
Dsmash hit 1 > Dsmash hit 3 (Dsmash hit 2 hits behind DHD)
SH Fair hit 1 > SH Fair hit 3
Jab 2 > Rapid Jab
Usmash hit 1 > Usmash hit 2
Jab 1 > Jab 2
Usmash hit 1 > Usmash last hit
Utilt hit 1 > Utilt hit 2
Jab 1 > Jab 2 (Perfect Shield)
Jab 2 > Jab 3
Dash Attack hit 1 > Dash Attack Hit 2 (Perfect Shield)
Dash Attack hit 2 > Dash Attack Hit 3 (Perfect Shield)
SH FF Nair - at the apex of his jump there is enough time to start an usmash before he comes down. Depends on his momentum - you'll not be likely to connect.
Jab 1 > Rapid Jab (Perfect Shield)
Jab 2 > Jab 3 (Perfect Shield) ((If Jab 1 somehow misses))
SH FF Nair - at the apex of his jump there is enough time to start an usmash before he comes down. Depends on his momentum.
Jab 2 > Jab 3
Jab 2 > Rapid Jab
NONE
this is also hard for me to make video replay of so sorry for the lack of production and effort.
if you don't understand or have any questions please post and discuss
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